PixelBlitz – It’s time for a fresh start

PixelBlitz was originally released by Norm Soule as a means to help him speed-up the process of creating a game. He graciously released it into the public domain, and shortly after I joined him in expanding and pushing the feature set upwards and onwards.

But for various reasons (mostly to do with the geek annoyance that is Real Life™) Norm hasn’t had much chance to update the engine at all, and I was left pretty much on my own with it. Various things about the way it worked internally bugged me. I was still quite green to AS3 when I got involved, and some API design decisions really show because of this.

Now almost a year later I have a much clearer understanding of how I want it to work. How the API should be structured, how it should sit much better with the Flash IDE. And also how utterly vital documentation and examples are (hello PushButton Engine, I’m looking at you).

So it’s time for a clean break and a fresh start. I will be discontinuing my involvement with PixelBlitz as it stands today, and focusing entirely on building the new game engine from scratch. As of now I don’t know if that will mean releasing under a new name, to keep Norm’s original creation intact. Or if he agrees perhaps we will literally dump the current codebase and replace it wholesale. Right now that isn’t too important. What is important is that I start carefully planning the new API.

While I don’t expect any responses to this final part, I’ll throw this out anyway: If you want to get involved, please email me. I would love to not be the only person working on this.

Posted on April 22nd 2009 at 8:27 am by .
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  • April 28th 2009 at 3:24 am

    Hi Richard,
    It’s great to hear that you’re still working on PixelBlitz. :)
    PixelBlitz is the first flash game engine I ever seen, and it’s cool. Though I’m still using my own small game framework, but I’m keeping eyes on the progress of PixelBlitz and planing to make my future games base on PixelBlitz.
    I spent some time on the Pushbutton Engine in last two days. The component concept is just great, which keep me thinking that it might be a good idea to port PixelBlitz into Pushbutton. From my understanding, Pushbutton is more like a framework but not a game engine.
    Of course you might already have your new API design in mind, but please do consider the component concept. It works for Unity, it might also works for flash games.

  • Josh
    April 28th 2009 at 11:37 am

    This smoothly adds scale to a PixelSprite.
    I dont know if you found fixed it or not.

    public function addScale(sx:Number, sy:Number):void
    {
    if (sx <= 0 || sy <= 0)
    {
    return;
    }

    var scaleMatrix:Matrix = new Matrix();
    scaleMatrix.scale(sx, sy);

    //– Add Scale to Sprite
    var scaledBitmapData:BitmapData = new BitmapData(width + sx, height + sy,false);

    //– The draw app function was wrong
    scaledBitmapData.draw( bitmapData,matrix, new ColorTransform(), “normal”, undefined, smoothing);

    bitmapData = scaledBitmapData.clone();

    //– Check for Alpha Difference
    if (bitmapDataAlpha !== null)
    {
    scaledBitmapData.draw( bitmapData,matrix, new ColorTransform(), “normal”, undefined, smoothing);
    bitmapDataAlpha = scaledBitmapData.clone();
    }

    //–Remove
    scaledBitmapData.dispose();

    //–Update properties
    _scaleX = sx;
    _scaleY = sy;

    update();

    }

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